Board Game Design Day: Cardboard Interfaces: UX for Board Games
2018 ж. 2 Жел.
34 272 Рет қаралды
In this 2018 GDC session, Foxtrot Games' Randy Hoyt explores the many details that board game publishers and producers consider when turning solid game prototypes into great product experiences.
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Even if you're not doing board games I think this is a great general UX talk
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this is one of the best GDC talks that i've seen, great work
If you've been playing your favorite game wrong for five years, you've not been playing it wrong ;)
This is very helpful, I'll be honing my skills as game and ux designer with some board games!
Excellent talk! Thanks for taking the time to put it together Foxtrot.
This was a really cool talk :) Thanks for explaining the thoughts and ideas behind cardboard interfaces, I learned quite a bit, and hope you have a good day
Great talk ! Think the idea of finding the theme that suits the mechanic makes sense. Loved how they applied the theme of lanterns to a mechanic ready game prototype !
Beautiful talk I learned alot
Great speech! Learned a lot. Thanks! That Lantern game seemed intersting indeed. Can't wait to to play it :)
The tips about playtesting were very helpful
Solid talk.
Great stuff!!!
Fantastic!
20:09 You can't fool me, bro- that's Elfquest!
I expected to get bored, I got surprised by the end of the talk coming so soon :D
why aren't the elements of usability MEALS instead of LMEAS
Because you can't memorise something you havent learned yet. Obviously.
yeah, applying order. Nice Mnemonic though :D
SALEM also works as the acronym
Very helpful, I wish they gave him some more time
I'm curious about his opinion on rulebooks now! :D
Same here. He better come back next year. We demand answers! :)
Really like this talk. Makes me think of design decisions that we just sometimes take for granted and not really know it was designed that way. but it's also missing some UX design for accessibility: visual (colour blindness), physical, cognitive, communicative, emotional, socioeconomic, intersectional but that probably needs another talk of it's own it's good to think of though :)
It's like pushing all the publishers can on game designers, benefiting for large freelance pool. Pity.